Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Waythed 2View game page

Are you up to the challenge?
Submitted by JoacoN (@JoacoNProjects) — 6 days, 7 hours before the deadline
Add to collection

Play game

Waythed 2's itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#273.9233.923
Sound/Music#303.6153.615
Overall Fun#363.6153.615
Art / Graphics#523.0773.077

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Very challenging and very fun! It had me focused all the way until the end. Very much feels like it was playtested a lot.

-I think the collision boxes for the moving yellow platforms can be longer to match the sprite or the collision can stay the same with the sprite being shortened.

-On level 9 the red falling traps activated even though I wasn't within the vicinity.

-On the last boss the music from level 14 was playing along with the bumblee song.

That's all I got, but I had a few friends play it and they tapped out around level 3-6 due to difficulty. Maybe add 5 easier stages previous to the current first one?

I had a good time though and since difficulty was your goal it sure worked for me. Improved very quickly after a few tries.

Developer(+1)

Hey nice to see you liked it!

The music bug is strange, could you tell me when it started happening?

Yea I got told a lot about the difficult curve lol, its something I gotta when I make Waythed 3

Submitted

Music bug happened at final stage. It was playing level 14 music + level 15 music at the same time.

Developer(+1)

uh strange, ill be checking that

Submitted (2 edits) (+1)

I finally got the time to try your game :)

Despite a garish  art style I was intriged by the description of the game.
It reminded me the amazing "I wanna be the guy" and was expecting something like a hard platefomer!

I wasn't disapointed :P

Yet I was a little bit, because the game is clearly too difficult for me and while the guides where interesting, I couldn't even finish the first level.

Most of the possible feedbacks have already been made, yet here is mine:

Good:

- The little widget on start screen to familiarize with the inputs
- The progressivity of the guides

Feedback  :
- I love classical music but it felt weird in that context.
- No audio feedbacks.
- No back to menu possible during the guides
- The first level already very difficult.
- Guides font : Is that Comic Sans ?

Too bad I couldn't see more of it. Congrats anyway !

Developer(+1)

Hey hi!

https://joacon.itch.io/waythed-2/devlog/537026/waythed-2-111-unexpected-update

Just launched an update adding audio feedback when jumping, you can enable it by pressing "jump indicators" in the options menu.

And ye the lack of original music comes from not being good at making music and my musician not being free rn.

(+1)

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Submitted(+1)

Very good game!! Good job!! Here I leave all the things than I noticed for fix or for add them and make the game improves :D

  • In the guides levels, the game doesn’t allow you to turn back to the menu making you having to close the game
  • In the levels there is a button to turn back to the menu, but there is not any button to go to the options menu, it will be great to have one button in the levels to go to the options menu
  • The accessibility options doesn’t work, when you try to enable/disable it doesn’t apply and returns to the state than it was before
  • In the menu for selecting levels you can spawn cubes than you can control, but if you spawn a lot then the game lags a lot, so I will suggest adding a limit of cubes than you can spawn for avoid that
  • It looks like all the levels are unlocked on the start, I don’t know if it’s intentional or not, but it will be great to unlock the next level when you complete the before level
  • Also it will be great to have a indicator to know when you completed a level

For the rest the game is a great platformer one with hard levels but than you feel rewarded when you finish them Good luck working on it!!

Developer(+1)

Thank you a lot!

I was planning to do an updated polished version of the game with a couple of extra levels for the launch of Waythed 3, so I will keep this feedback in mind for when I do the remaster

Submitted

You’re more than welcome!! Oh okay, I understand Good luck working on Waythed 3!!

Submitted(+1)

Alright, what can i say... There a lot of mix feelings, but all good lol. the sense of achievement when you finish each level, is great. But the hatred, the frustration and screaming at the monitor when you don't... well, that's great too! lol. Once you master the speed and distance the "main character" jumps, it gets better, the maps are very good, and a great mind training. i've read the context on the comments, that should be there in the game, makes it much better! haha. But now i kinda hate red diamonds, or maybe i'll have nightmares about them. Still, really fun and a game i will make my son play (he loves this kind of games) and see how long it takes for him to rage quit lol

Developer(+1)

Thanks a lot!
Hope your son likes it (or at least you get a few laughs from seeing him try it)

(1 edit) (+1)

JoacoC this game is so hard XDDD!!! i don’t think i’ll be able to give useful feedback because i’m honestly terrible at platformers, especially high-difficulty ones like these!

  • i did like the guides, they were a really helpful introduction to the different rules and techniques needed to play the game
  • the elements (diamonds) were very clear, i appreciate that in a game like this where one wrong move ruins the run. if you ever decide to add more representational art in the future (like grass or something) i feel like you should keep the color scheme the same since it works really well to convey which things are which.
  • this is just personal preference but i always love when games have a tiny bit of context. not a whole story or anything, just a little something for my mind to hold onto so the game isn’t completely abstract (“what is waythed” or “who is this little reverse-gravity eye”?).
  • i really liked the classical music! it was a great pairing with a difficultycore platformer, keeps you calm when you miss a jump and you want to tear your hair out XD – it’s also funny, it has kind of a mocking tone, similar to getting over it
Developer(+1)

Eyy thanks a lot!

Waythed 3 is going to have a little more lore, if you play the first game its more apparent the context of the story (you are a tiny piece of data in a corrupted PC grid, and you have to find the virus and turn the PC off) I didnt write a story for waythed 2, but you are still a piece of data, I should have added more context :p 

Submitted(+1)

I wanted to fully finish the game before reviewing it, but i think I'm giving up lol, also this reminds me of the world's hardest game, were you inspired by it?

Anyway, the game looks, sounds and feels good, but i think the graphics could be slightly polished, and maybe it could have some sound effects, that's all though, it's a great game for those who are not afraid of challenges, nice work

Developer

Ye inspired by a lot of flash games, I used to play the hard graphic adventure and platformer games so those both were my biggest inspirations, + a little bit of sonic and rayman origins / legends

Submitted(+1)

"Wayted 2 is a hard platformer based on old flash troll games, whose goal was to create a hard experience utilising simple mechanics and gimmicks" perfectly describes the game's experience.

The overall controls and different diamonds and level design are pretty good and fun, but there are four main issues with the game, form me:

Art Direction - the game's missing a bit of polish and juice, both visually and in audio. I think the style could work, but needs a bit more effects to make everything stand out more.

Audio: Public domain music is fine to use, but the game would benefit from a tailored soundtrack with the same contrast (fast-paced gameplay vs a calm atmosphere). Also, the lack of sound design (player movement, death, interaction with teleports, and so on) is making the game a bit tedious in the long run.

Difficulty - both the good and the bad. The game's difficult for a reason, as it's its main hook, but the overall learning curve is steep right from the beginning (even the guides are a bit hard). I think that a more relaxed pace in the first 5 levels will be easier for a new player to understand what the game expects, and not get immediately frustrated.

Lack of feedback: the game's lacking a lot of feedback for the player (see the art and sound design issue) to understand what's happening, and to be rewarded when completing a level (a fanfare, an explosion, whatever, it does not have to be something overly spectacular).

Overall I enjoyed the game because of nostalgia and fondness for the genre, but it lacks a bit more polish to be a true gem.

Keep up the good work!
Developer(+1)

Hi, thanks for the feedback!

A lot of people told me similar things about the difficulty curve and the audio, so that will be top priority for the next time (whenever I make a sequel or game in a similar vein).

It helps me a lot, thanks for your time

Submitted(+1)

I tried playing the first stage, and couldn't get past the first red area. Then I decided to try to tutorial, and got past the first red area, and died in the zigzag area.

I think this game could be fun for the right people? It's currently way too hard for me to get much progress unfortunately!

The music is peaceful and nice, which is a nice contrast from the game's difficulty :)

Developer (1 edit)

Yea its made for experienced platform players, which kinda limits its audience heh.

Nice to see you liked the choice of music!

Submitted(+1)

OK, first off... I am SO BAD at skill-based games like Super Meat Boy, A Sister's Journey.... and, apparently, Waythed 2 LOL However, I still wanted to leave you feedback and put my absolute dislike of these types of games aside :-D

1. The music is so calming and relaxing... and then I died. But back to the music. So calm and... I died again. Relaxing music and then... death. OK, let's try again. Love this music... I f#@#$ died AGAIN! But the music. Good.

2. Controls are very well done. No issues here. You can definitely tell when you lose... it's on you and not the controls, which is good. Some skill games are hard because the controls suck. Your game is hard because I suck LOL

3. Artwork isn't bad, but I also think it could be improved. The diamonds are kind of plain, and the ball you control has a lot going on. However, this is definitely not an important category when you compare how well done everything else is.

4. Overall fun. So, this is tough for me to score, and I want to ensure I do it fairly. Overall, fun for me? Not at all. LOL I couldn't even get past the 3rd tutorial. Again... not because of your game's design or bad controls, but I just couldn't wrap my head around the timing. I was SO BAD at your game. BUT... I could see a LOT of people loving this, so I'm going to score it based on HOW I feel others will like it...


Anyway, great game, and I can tell it will do well for those who love a challenge. :-)

Developer

🤝 Thank you a lot

Submitted(+1)

I wish the difficulty in the main levels starts just a bit higher than the guide levels feel cuz this game has tons of potential, but it's just a bit too hard to get into the main levels, since they feel like that crushingly-difficult old school kinda feel, which works for some but I think most people would rather the game slowly build up to that level of difficulty. One thing I'd like to see is the level design given some room to breathe; most levels feel really tight and claustrophobic atm.

Having to press spacebar/ W or S to make yourself heavier versus the traditional jump is such a small change but it gives this game such a massive difference in feel compared to other games. Balance out the difficulty curve, you've got something here!

Oh also, the music didn't really seem to fit well, the game has this 2000's Flash/PC Game aesthetic and I think something like House or Trance would pair with the visuals much better!

Developer

Thanks a lot for the feedback!

Ye I got a lot of comments both here and in discord that the main levels have a way too steep learning curve, which is something I want to completely fix by Waythed 3. I'll keep in mind the comment about making levels more open, levels in waythed 1 were smaller but more open, so Ill try to combine both the bigger playspace of waythed 2 with more open level design from 1.

Oh yea the music was the hardest thing to do, cause im horrible at making it lol, and my musician is taking a rest, so I had to rely on public domain stuff.

Greatly appreciate you took time to rate it!!!! Will keep this feedback in mind.

Submitted(+1)

Hey np man!! I totally get the struggle with music haha, looking forward to Waythed 3 and the improvements it'll bring ✌

Submitted(+1)

Arrrrghhhh! You know the game is not for you, when the tutorial kicks your ass :)

I know what you wanted to achieve here, and in 2004 I'd be all over this game, but today it's too much for me.  Keep up the good (but annoyingly difficult) work!

Developer

Thanks man! Will play your game soon too

I'm making this comment as a follow-up from when I streamed it.

I have received an e-mail regarding multiple instances of copyrighted audio in my VOD for tonight's stream. While one of these instances was from a song I played in my start-up, two songs were from this game. As such, during those parts of the VOD the audio is muted. If you want more information, let me know.

Developer (1 edit)

I took the music from musopen and verified them from their respective sources and they all adhered to creative commons / public domain.

Could you specifiy which ones they were? So I can check what happened

Developer

Public Domain Mark 1.0 Tchaikovsky - The Nutcracker Suite - Act I, No.2. March by European Archive  https://musopen.org/music/2204-the-nutcracker-suite-op-71a/   Public Domain Mark 1.0 Tchaikovsky - The Nutcracker Suite - Act I, No.3. Dance of the Sugar Plum Fairy by European Archive  https://musopen.org/music/2204-the-nutcracker-suite-op-71a/   Public Domain Mark 1.0 Hungarian Dance No.5 by Kassia https://musopen.org/music/51718-hungarian-dance-no-5/   Public Domain Mark 1.0 Tale of Tsar Saltan - Flight of the Bumblebee by US Army Band https://musopen.org/music/1318-tale-of-tsar-saltan/   Public Domain Mark 1.0 Khachaturian_Sabre_Dance by Markus Staab https://musopen.org/music/44006-sabre-dance/   Public Domain Mark 1.0 Anderson_The_Typewriter by Markus Staab https://musopen.org/music/43993-the-typewriter/   Public Domain Mark 1.0 Maple Leaf Rag by Stefano Ligoratti https://musopen.org/music/43164-maple-leaf-rag/   Public Domain Mark 1.0 Anon - Medieval Dance Tunes by Paul Arden-Taylor https://musopen.org/music/43864-medieval-dance-tunes-sequence/  Public Domain Mark 1.0 Nocturne in E flat major, Op. 9 no. 2 by Vadim Chaimovich https://musopen.org/music/108-nocturnes-op-9/  Public Domain Mark 1.0 Peer Gynt Suite no. 1, Op. 46 - IV. In the Hall Of The Mountain King by Musopen Symphony https://musopen.org/es/music/777-peer-gynt-suite-no-1-op-46/

Hmm, I think I know what's going on then. It's registering the song being performed by other groups. These were the two songs listed. I'm going to look into Twitch and see if I can contest these claims.

Act 1: Scene 1: "Overture - Decoration Of The Christmas Tree" by Bolshoi Theatre Orchestra

Tchaikovsky: Nutcracker Suite, Op. 71a - March by Paris Conservatoire Orchestra, Anatole Fistoulari

Developer

yea seems like a false claim, both of those pieces interpretations are by the European Archive, so its likely twitch flagged it incorrectly

Submitted(+1)

Simple concept but I think there is a lot of potential. It is too hard. Maybe put the guide levels first, because those felt a lot more fun to start with. I feel like a lot of people will just start lvl 1 and think it is impossible lol

Developer

Ye I should eventually flip the position of levels and the guides, so that people play the guides first, thanks for the feedback!

Submitted

The game is very much not my cup of tea as I cannot progress past the first half of the first level. What feels weird to me:

1. Why gravity is upwards?

2. Why horizontal movement is in flaps? I.e. each press moves you a certain amount instead of the longer you hold the more you move. I can understand vertical movement to be in flaps because gravity and good timing can get you whereever you need to be, but for horizontal movement, it seems weird.

Developer

Hi, let me answer

1- The inverted gravity was made on porpouse cause it changes how the physics work, making you need to be more in a rythm to pass through the levels. It also wasnt just an addition cause I could, because I designed all the levels around the inverted gravity and physics.

2- This is the first time someone said movement is in flaps, could you go more in depth of what you mean?


If you got more questions send them here. Also for more help in understanding the game's controls, theres 4 tutorial levels called "guides" in the level select, or you can spawn a player instance for testing jumps

Submitted

1- I still don't see why wouldn't you invert every level to have the gravity normal.

2- I mean your vertical movement seems very much like in Flappy Bird: each button press sends you "up" by a fixed specific amount (of speed). I thought the movement is the same in horizontal, but after trying the "guides" you mention, I can see that I was wrong. There is nothing wrong with the movement.

There is a problem with the difficulty curve. Your "guides" are actually tutorials. So I would suggest to put them as ordinary levels just before  the level where the corresponding mechanics occurs for the first time. Otherwise, nobody is going to find them. Also maybe have much less difficult (or much shorter) levels at first; I think you start too hard.

Developer (1 edit)

Thanks for the answer, will try to apply this feedback in the next 2D game I make 👍

Helps me a lot to make games better

(Also veggiequest is awesome, you make really cool games)